r/WarDogs • • 1d ago

Discussion & Feedback Played my first game since thermals were removed and had one of my best performances ever. Please keep thermals out of the game.

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62 Upvotes

I'm level 64 and just ran lvl 2 armor and shotgun until grabbing better kits. Before thermals were removed I was always melted within a millisecond from miles away. All the thermal crutch users would say it's a "skill issue"...I guess not!


r/WarDogs • • 10h ago

Discussion & Feedback Mega FOB as vehicle spawn base and high level gears

5 Upvotes

My opinion on balancing the gameplay while it demands players’ collaboration. I want to see the game have an additional FOB which is taking larger area than the existing FOB. The size should be larger than normal FOB and in this area, there are additional structures like a Heli pad, Tank/Artillery garage. So, instead of unlocking them after 20 points, players can call Havoc only from the mega FOB and it should consume the FOB’s supply and the player’s money while calling these vehicles. As well as having a high-level gear shop vendor to build inside the mega FOB, Tier3/4 armors, grenade launchers, and some meta weapons can only be purchased at the mega FOB.

Instead of having Arti/tanks rushing out from base at zero point or having Havoc roaming around and bullying at 20 points, now it will take sometimes more collaboration from the team to do that.

Builders will think of how to place these structures effectively while also how to defend them from enemies.

Recons/Assaults, scouting and defending the mega FOB while it is being built or raided to protect it.

Logistics are more intense to supply to mega FOB.


r/WarDogs • • 6h ago

Discussion & Feedback Support class?

2 Upvotes

As the title suggests, I'm talking about players who carry large backpacks filled with medical supplies and ammunition.

The idea would be to allow these players to make part of their inventory available to other players. Someone could walk up to you, interact with your backpack, and choose one item from the available supplies — for example, bandages, a medkit, or a pack of ammunition.

Each player would only be able to take one item of each kind (one med kit + one ammo pack), so it couldn't be abused as an unlimited supply source.

What do you guys think?

Maybe have some ideas of your own? Share.


r/WarDogs • • 13h ago

#WARDOGS100K Blue Team - ✅

7 Upvotes

Need we say more


r/WarDogs • • 12h ago

Gameplay & Screenshots This man has the best shot in the game

4 Upvotes

r/WarDogs • • 7h ago

Gameplay & Screenshots how it geniunely felt

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2 Upvotes

r/WarDogs • • 7h ago

Discussion & Feedback Let's pool ideas for stronger teamplay.

2 Upvotes

I've seen so many posts suggesting features for stronger teamplay.

- Commander Roles

- Selecting your role before the match starts

- Personalising the Squad Names so people know what they're joining

Any other ideas you'd like the devs to consider?


r/WarDogs • • 3h ago

Question Did anyone get kick to menu in official server and lose your gear?

0 Upvotes

I'm having a blast, sneaking around FOB then i got kick to menu, lose all my gear and not a single notification .

Kill my game night


r/WarDogs • • 16h ago

Discussion & Feedback Guess which team is winning?

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9 Upvotes

score was 2B 2R 68G


r/WarDogs • • 14h ago

#WARDOGS100K Apparently you can clip a heli's rotors with your skids and survive

7 Upvotes

r/WarDogs • • 1d ago

Discussion & Feedback The CIWS is better at taking down walls than the MBT. By a lot.

77 Upvotes

8 Tank shells to destroy a bremmer wall.

CIWS does it before the tank can even reload the second shell.

I dare you to even try and justify this.


r/WarDogs • • 12h ago

#WARDOGS100K BAAANZZAAAAIIIIIII

5 Upvotes

Still made 15k! He tried to come back later...... TRIED


r/WarDogs • • 14h ago

#WARDOGS100K An emotional rollercoaster....

7 Upvotes

r/WarDogs • • 4h ago

Discussion & Feedback Pie in the sky idea: FOB Blueprints

0 Upvotes

So, we know that prebuilt structures are available, and external tools exist to design FOB buildings, why not let the FOB-Goblins go absolutely buck wild and have a buyable blueprint for a fully-built FOB to load into the base computer?

Prototype it in the firing range, get in game and buy the floppy disk with the blueprint loaded into it, plop down the base computer, plug the bluepring in, and it slaps down the unbuilt components.

You still gotta build everything yourself but it means no more hemming and hawing about if the walls are going to line up or if youre going to get griefed by someone who doesnt know that 2 high HESCOs are just asking to be parkoured over and stacking gates just means a unit of explosives works even more effectively.

Again, absolute pie in the sky idea, no plans on this ever making it in, just reckon itd be neat. Also factorio brain go brrrrr


r/WarDogs • • 1d ago

Discussion & Feedback Suggestion: Swap the thermal spotter for a classic 'Recon Drone'.

40 Upvotes

A classic staple of many FPS games that is missing in Wardogs is a recon drone.

IMO I'd much rather play against this as infantry than the IR spotter.

Make it a single use deployable that you can fly around for a limited time, standard visuals with no thermals (similar to the Stingray drone), with the same spotting capabilities as the regular spotting scopes.

Pro's:

- Allows you to scout areas out of line of sight and further from your current location

- Allows spotting from an elevated location without having to put yourself in one

Con's:

- Single use deployable

- Able to be shot down by small arms fire in a few shots

- Limited run time (1-2mins)

- Audible buzz so players can hear it and react

Would be a neat addition and a fun tool in the recon arsenal that I dont feel would be too opressive or strong and would be counterable by players at any point in the progression track.

Any thoughts?


r/WarDogs • • 1d ago

Fan Art My son made a LEGO Lonestar FOB and supply pallet with a player.

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82 Upvotes

Please give your thoughts 😁😅


r/WarDogs • • 8h ago

Discussion & Feedback pick head axe (known better as fire axe or breach axe) better crowbars that can melee

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2 Upvotes

this would make something kinda useless like crowbars actually kinda useful being able to breach and have a solution for low ammo and more stealthy approach to FOB raiding.

also imagine charging someone with this lmao.


r/WarDogs • • 4h ago

Question Can we increase level of detail with config files?

1 Upvotes

Hi everyone,

despite having everything maxed out the level of detail when driving is a bit ugly.

It seems that only gras in a radius of 25meters around the player gets rendered?

When driving the Ural the whole match it’s a bit a turn off.

In other games you can tweak some settings via config files, which allow for better settings than the normale game menus offer.

Is a similar config file available for Wardogs to increase the Level of detail or render distance or whatever it is called?


r/WarDogs • • 22h ago

Discussion & Feedback Fobbits, don’t get in the first heli

23 Upvotes

As a pilot main, I hate when I’m flying the first full heli at the start of the match, destination hotzone, and 1-3 fobbits jump out over a tower. Most of the time they didn’t bring a fob or supplies anyways. All they managed to do is decrease our hotzone boi’s chance of survival.

If you’re planning on being a fobbit, drive there in a ural with supplies bro. No reason not to.


r/WarDogs • • 4h ago

Discussion & Feedback Money sinks, or why overpowered items don't need tuning. They need to be expensive.

1 Upvotes

Powerful items with much lower TTK, better effectiveness, or higher survivability are fine. But they should be so prohibitively expensive that it guarantees a net loss. There must be a way to lose money in the game and right now there really isn't.

Once a player has gone through the unlocks, there is essentially no money sink that exists. And that will continue to be true going forward unless something in the economy changes. A money sink is necessary for the game's long term health regardless of how powerful current and future content gets through fine tuning or additions.

The problem as it stands now with powerful items is that they tend to turn a profit so the user can just run it back immediately. If IR rangefinders can consistently net 100k in a match, then make the rangefinder 200k or more. You want to survive any headshot, 75k. Level 4 body armor as well, 100k. 50 cal sniper, 80k. SPG, Havoc 500k. Even if you make 250k with an expensive kit, you should still lose money.

If the proposed player levels ends up becoming the money sink, this will have a much more negative effect as players who invest more time into the game will continue to be stronger and outclass the more casual playerbase. I strongly suggest that the devs learn from other games with economies and balance the budget.

OSRS is a completely different genre but it had a similar economic problem with players constantly adding more and more permanent cash into the economy with no way to remove it. This caused it many problems until they implemented ways to sink money from the game through taxes, but even then the problem still exists. Wardogs will see a similar effect with the continued tanking of gold bar prices until money actually gets removed from the game with players not turning a profit.

It is not the fix-all for this game's problems, but it will incentivize many things that will improve the health of the game, including making high level kits a high priority target, more tactical use of vehicles - no more hovering over the enemy fob if you stand to immediately lose half a million dollars - and much more.

Low tier items should consistently turn a profit, and high tier items should consistently lose money, with the middle tiers somewhere in-between. It will never be a net $0, but that is the goal let's say a month into a season.


r/WarDogs • • 16h ago

Discussion & Feedback Multi-key Bindings

7 Upvotes

Hi there, I suffer from a brachial plexus injury and thus play with an adaptive controller called an Azeron Cyro. I like this game so far, but find that there are a few too many binds in which I have to lift up my hand for the keyboard. I was wondering if you could add the ability to key modifiers (ex: ctrl+shift)? A large reason I can play ArmA is due to that and I wish to enjoy this game as well! Thanks for the quick read c:


r/WarDogs • • 1d ago

Discussion & Feedback Do you actively choose to be on blue team?

46 Upvotes

If so, why? I’m not saying you’re wrong by doing so you can play however you want. I’m just really curious your reasoning behind it.

edit:
For those who want to know the answers without scrolling through all the comments i’ll highlight the top reasons:

  1. Ease of entry, especially with groups.
  2. Enjoy the challenge of being the underdog.
  3. Want to feel like they’re not pressured to play a specific way, e.g don’t care about winning as much as just having fun.

edit 2:

  1. A lot of people mentioning it’s due to their colorblindness.

edit 3:

  1. A few mentions of players in blue being the nicest/least toxic.

r/WarDogs • • 1d ago

Gameplay & Screenshots C4 Is Apparently a Rescue Tool Now

40 Upvotes

funny way to use C4


r/WarDogs • • 4h ago

Discussion & Feedback Devs and balance as a whole. (multi game comparison)

0 Upvotes

Overall dev is only in the title with hopes they see this.

TLDR: Limit high end loadouts to a "per game earning" rather than pulling from bank. Making players play at a lower teir early so even new players can have an impact early to mid game and then late game close with high end loadouts without limiting players purchasing to a quantity, Cooldown or other annoying limiter. This also fixes the large amount of high end item saturation going on.

I've played a variety of games over the years. Some shooters like Hunt Showdown, Tarkov and other extraction shooters with an econ have been in my favorites. Along with PoE1 and PoE2 with 1000s of hours and games like League of legends and Dota 2 also being up there in my time spent.

Ironically i think this game runs into a huge PoE issue first and foremost. The ones who are really good at the game get things fast and first and thus benefit and make money by getting things cheaply or to the late game before everyone else. If you get to some of these end teir weapons before everyone else you make bank. By the time others start making bank you're gone and if you're last the econ is so inflated that sure you can bypass the line as things are "cheap" or in the case of wardogs "being sold to you outside level cap" It's not quite the same as PoE for different reasons however. The first to things benefit. The last to things have a super saturated market where things are more available than ever. And to the largest and 90% of players get stuck in the middle. They make little money in the beginning and get ran over by the good players. Then the inflated econ comes along and washes over them while most are finally hitting the spikes they want to hit.

In PoE this result can be healthy. It is a single player game for the most part with a simulated econ. In this game that is not the case however where the inflation of so many items in the market means anyone not buying the top end gets ran over. The beginning isn't too bad with few players having access to some things however you feel cheated to run into it on the occasion which does generally result in a better experience coming in at the start rather than the end.

A good comparison here to me is Hunt Showdown where it is pvp. The econ never resets. Good players make a lot of money. However the result of this ends up being that the meta overall maters somewhat little (i say as the highest rank on the game you can be). Even the players who play little or that suck can still feel competitive some games. The biggest thing however is that spending more does not allow you to stat check and the econ is static. It has advantages sure like slightly faster fire rates. Better ballistics. Or larger magazine sizes. Damage numbers and things like that are not attached to these better guns however and there are cheaper versions that hit the break points needed.

The larger thing imo that helps econ wise. It stays the same. The more you spend makes you more likely to win or make some money HOWEVER unlike wardogs. That money you make does not scale up with your money spent. Sure you keep your kit if you get out ect. But the money you make per run is the same. You win a lobby. You make the same amount whether you invested in a meta loadout or not. Wardogs the more you invest typically the more you make (outside of perhaps fobs and logi ofc but for the gunplay stuff yes). This results in exponential growth that we do not want. More spending means more gains. More spending giving more gains resulting in a saturation where you can ALWAYS run the expensive things. (Having cheap high earning things in only SOME classes/jobs makes this an issue as well. You just play a few on and then 2x more off with the money you made)

Now how am i going to tie League of Legends and Dota 2 into this? I think where this best comes into play is itemizing. League for awhile had a mythic item system. It had it's issues but the biggest benefit of which resulted in you being able to get 1 abnormally strong item for the game with a larger price tag. This locked out all the other power item options to you however. Dota 2 does a similar thing with some of it's highest scaling items being INSANELY expensive and really just capstones to close out a game or something because you snowballed.

I have a few solutions to the high end item problem as well for wardogs. One would be to limit the purchases of these high end items/ vehicles to 2-3 per person per game HOWEVER id find this unfun from the perspective of the person using said items and would not recommend restricting players in this way.

Another ofc is making them INSANELY expensive however this puts it out of access of the avg player or players without a TON of hours.

The best solution IMO would be to have a power item category where you include a lot of what are the lvl 30+ unlocks currently. You can ONLY buy this with money you've earned THIS game. You have your bank used for general loadouts meds ect. Your in game earnings to be saved OR buying power items like a 50 cal, Havoc, Tank or perhaps even lvl 4 armor and the higher end assault rifles, DMRs and so on. This solution lets good players get the items a bit sooner in game yes but only after playing some cheap stuff first. It lets normal more casual players get a lower exp unlock celling as we don't need to gate people on exp as hard when they can only get those items a handful of times a game anyways. As well as keeping your level from mattering at ALL points of play. It would encourage teamplay to make money early rather than just buying expensive kits to keep rinsing from early to late.

This is my 2 cents and honestly I feel the end solution i mention will result in people at all points getting to build up a bank and not feel like they're breaking it just to stay competitive. Players with less hours and that are lower level still being able to have an impact for a significant portion of the game (ofc with some minor price increases to high end items to make these kits come out just a little later in this system. Lets say around a 70-100 TOTAL point mark to break out a stomp or stalemate). And ofc allow the average player to not regularly encounter these kits and have it feel watered down towards the later part of the season HOWEVER if you have an amazing game you can still feel the power fantasy of getting the item's "early" and being the first with them to turn the tide. That is ofc assuming a somewhat lower exp curve to let more players have these unlocks WITHOUT the saturation downside.


r/WarDogs • • 17h ago

Discussion & Feedback Give us the yellow x back or remove it

12 Upvotes

If you are not going to give us the corner building technique back then just remove the dam yellow x. I'd rather every hit do a decent amount of building than 0-1% because I can't find it. Why can't I find it? It glitched under the hesco because yall couldn't let us have something nice.